mirror of
https://gitea.sffempire.ru/Kolyah35/minecraft-pe-0.6.1.git
synced 2026-03-22 16:03:31 +00:00
Merge remote-tracking branch 'refs/remotes/origin/main'
This commit is contained in:
@@ -137,12 +137,6 @@ void Chunk::rebuild()
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Tile* tile = Tile::tiles[tileId];
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int renderLayer = tile->getRenderLayer();
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// if (renderLayer == l)
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// rendered |= tileRenderer.tesselateInWorld(tile, x, y, z);
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// else {
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// _layerChunks[_layerChunkCount[renderLayer]++] = cindex;
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// }
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if (renderLayer > l) {
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renderNextLayer = true;
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doRenderLayer[renderLayer] = true;
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@@ -373,7 +373,7 @@ void GameRenderer::renderLevel(float a) {
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// glDisable2(GL_FOG);
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setupFog(1);
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if (zoom == 1) {
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if (zoom == 1 && !mc->options.F1) {
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TIMER_POP_PUSH("hand");
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glClear(GL_DEPTH_BUFFER_BIT);
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renderItemInHand(a, i);
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@@ -354,7 +354,7 @@ void ItemInHandRenderer::render( float a )
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glRotatef2(-swing3 * 20, 0, 0, 1);
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// glRotatef2(-swing2 * 80, 1, 0, 0);
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mc->textures->loadAndBindTexture("mob/char.png");
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mc->textures->loadAndBindTexture(player->getTexture());
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glTranslatef2(-1.0f, +3.6f, +3.5f);
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glRotatef2(120, 0, 0, 1);
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glRotatef2(180 + 20, 1, 0, 0);
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@@ -16,7 +16,7 @@ typedef struct TextureData {
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TextureData()
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: w(0),
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h(0),
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data(NULL),
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data(nullptr),
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numBytes(0),
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transparent(true),
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memoryHandledExternally(false),
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@@ -5,6 +5,7 @@
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#include "../Options.h"
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#include "../../platform/time.h"
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#include "../../AppPlatform.h"
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#include "../../util/StringUtils.h"
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/*static*/ int Textures::textureChanges = 0;
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/*static*/ bool Textures::MIPMAP = false;
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@@ -64,7 +65,8 @@ TextureId Textures::loadTexture( const std::string& resourceName, bool inTexture
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if (it != idMap.end())
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return it->second;
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TextureData texdata = platform->loadTexture(resourceName, inTextureFolder);
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bool isUrl = Util::startsWith(resourceName, "http://") || Util::startsWith(resourceName, "https://");
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TextureData texdata = platform->loadTexture(resourceName, isUrl ? false : inTextureFolder);
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if (texdata.data)
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return assignTexture(resourceName, texdata);
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else if (texdata.identifier != InvalidId) {
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@@ -1,4 +1,5 @@
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#include "TileRenderer.h"
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#include "Chunk.h"
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#include "../Minecraft.h"
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#include "Tesselator.h"
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@@ -56,6 +57,7 @@ bool TileRenderer::tesselateBlockInWorld( Tile* tt, int x, int y, int z, float r
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float c2 = 0.8f;
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float c3 = 0.6f;
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float r11 = c11 * r;
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float g11 = c11 * g;
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float b11 = c11 * b;
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@@ -128,6 +130,7 @@ bool TileRenderer::tesselateBlockInWorld( Tile* tt, int x, int y, int z, float r
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return changed;
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}
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void TileRenderer::tesselateInWorld( Tile* tile, int x, int y, int z, int fixedTexture )
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{
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this->fixedTexture = fixedTexture;
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@@ -51,7 +51,7 @@ EntityRenderDispatcher::EntityRenderDispatcher()
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assign( ER_SPIDER_RENDERER, new SpiderRenderer());
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assign( ER_TNT_RENDERER, new TntRenderer());
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assign( ER_ARROW_RENDERER, new ArrowRenderer());
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assign( ER_PLAYER_RENDERER, new PlayerRenderer(new HumanoidModel(), 0));
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assign( ER_PLAYER_RENDERER, new PlayerRenderer(new HumanoidModel(0, 0, 64, 64), 0));
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assign( ER_THROWNEGG_RENDERER, new ItemSpriteRenderer(Item::egg->getIcon(0)));
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assign( ER_SNOWBALL_RENDERER, new ItemSpriteRenderer(Item::snowBall->getIcon(0)));
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assign( ER_PAINTING_RENDERER, new PaintingRenderer());
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@@ -2,6 +2,7 @@
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#include "EntityRenderDispatcher.h"
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#include "../ItemInHandRenderer.h"
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#include "../TileRenderer.h"
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#include "../Tesselator.h"
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#include "../../model/HumanoidModel.h"
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#include "../../../world/level/tile/Tile.h"
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#include "../../../world/entity/player/Player.h"
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@@ -12,7 +13,9 @@
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HumanoidMobRenderer::HumanoidMobRenderer(HumanoidModel* humanoidModel, float shadow)
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: super(humanoidModel, shadow),
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humanoidModel(humanoidModel)
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humanoidModel(humanoidModel),
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lastCapeXRot(0),
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lastCapeZRot(0)
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{
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}
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@@ -68,6 +71,143 @@ void HumanoidMobRenderer::additionalRendering(Mob* mob, float a) {
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entityRenderDispatcher->itemInHandRenderer->renderItem(mob, item);
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glPopMatrix2();
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}
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// Render player cape if available
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{
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Player* player = Player::asPlayer(mob);
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if (player) {
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const std::string capeTex = player->getCapeTexture();
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if (!capeTex.empty()) {
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bindTexture(capeTex);
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glPushMatrix2();
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// Attach to player body
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humanoidModel->body.translateTo(1 / 16.0f);
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// Convert model units (pixels) to world units
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glScalef2(1.0f / 16.0f, 1.0f / 16.0f, 1.0f / 16.0f);
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// Position cape slightly down and behind the shoulders
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glTranslatef2(0.0f, 1.0f, 2.0f);
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// Java-like cape physics (interpolated inertia + body motion)
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float pt = a;
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double capeX = player->getCapePrevX() + (player->getCapeX() - player->getCapePrevX()) * pt;
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double capeY = player->getCapePrevY() + (player->getCapeY() - player->getCapePrevY()) * pt;
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double capeZ = player->getCapePrevZ() + (player->getCapeZ() - player->getCapePrevZ()) * pt;
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double px = player->xo + (player->x - player->xo) * pt;
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double py = player->yo + (player->y - player->yo) * pt;
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double pz = player->zo + (player->z - player->zo) * pt;
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double dx = capeX - px;
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double dy = capeY - py;
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double dz = capeZ - pz;
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float bodyYaw = player->yBodyRotO + (player->yBodyRot - player->yBodyRotO) * pt;
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float rad = bodyYaw * Mth::PI / 180.0f;
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double sinYaw = Mth::sin(rad);
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double cosYaw = -Mth::cos(rad);
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float forward = (float)(dx * sinYaw + dz * cosYaw) * 100.0f;
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float sideways = (float)(dx * cosYaw - dz * sinYaw) * 100.0f;
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if (forward < 0.0f) forward = 0.0f;
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float lift = (float)dy * 10.0f;
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if (lift < -6.0f) lift = -6.0f;
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if (lift > 32.0f) lift = 32.0f;
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float walk =
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Mth::sin((player->walkAnimPos + player->walkAnimSpeed) * 6.0f) *
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32.0f *
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player->walkAnimSpeed;
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float capeXRot = 6.0f + forward / 2.0f + lift + walk;
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float capeZRot = sideways / 2.0f;
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// Smooth out jitter by lerping from the previous frame
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const float smooth = 0.3f;
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capeXRot = lastCapeXRot + (capeXRot - lastCapeXRot) * smooth;
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capeZRot = lastCapeZRot + (capeZRot - lastCapeZRot) * smooth;
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lastCapeXRot = capeXRot;
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lastCapeZRot = capeZRot;
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glRotatef2(capeXRot, 1.0f, 0.0f, 0.0f);
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glRotatef2(capeZRot, 0.0f, 0.0f, 1.0f);
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Tesselator& t = Tesselator::instance;
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t.begin();
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// UV coordinates (64x32 skin layout)
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const float u0 = 1.0f / 64.0f;
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const float u1 = 11.0f / 64.0f;
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const float u2 = 12.0f / 64.0f;
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const float u3 = 22.0f / 64.0f;
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const float uL0 = 0.0f / 64.0f;
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const float uL1 = 1.0f / 64.0f;
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const float uR0 = 11.0f / 64.0f;
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const float uR1 = 12.0f / 64.0f;
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const float v0 = 0.0f / 32.0f;
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const float v1 = 1.0f / 32.0f;
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const float vTop = 1.0f / 32.0f;
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const float vBottom = 17.0f / 32.0f;
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// Cape size (10x16x1 pixels)
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const float halfW = 5.0f;
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const float height = 16.0f;
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const float depth = 1.0f;
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// Front
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t.tex(u0, vTop); t.vertex(-halfW, 0.0f, 0.0f);
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t.tex(u1, vTop); t.vertex(halfW, 0.0f, 0.0f);
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t.tex(u1, vBottom); t.vertex(halfW, height, 0.0f);
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t.tex(u0, vBottom); t.vertex(-halfW, height, 0.0f);
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// Back
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t.tex(u2, vTop); t.vertex(halfW, 0.0f, depth);
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t.tex(u3, vTop); t.vertex(-halfW, 0.0f, depth);
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t.tex(u3, vBottom); t.vertex(-halfW, height, depth);
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t.tex(u2, vBottom); t.vertex(halfW, height, depth);
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// Left
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t.tex(uL0, vTop); t.vertex(-halfW, 0.0f, depth);
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t.tex(uL1, vTop); t.vertex(-halfW, 0.0f, 0.0f);
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t.tex(uL1, vBottom); t.vertex(-halfW, height, 0.0f);
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t.tex(uL0, vBottom); t.vertex(-halfW, height, depth);
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// Right
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t.tex(uR0, vTop); t.vertex(halfW, 0.0f, 0.0f);
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t.tex(uR1, vTop); t.vertex(halfW, 0.0f, depth);
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t.tex(uR1, vBottom); t.vertex(halfW, height, depth);
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t.tex(uR0, vBottom); t.vertex(halfW, height, 0.0f);
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// Top
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t.tex(u0, v0); t.vertex(-halfW, 0.0f, depth);
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t.tex(u1, v0); t.vertex(halfW, 0.0f, depth);
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t.tex(u1, v1); t.vertex(halfW, 0.0f, 0.0f);
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t.tex(u0, v1); t.vertex(-halfW, 0.0f, 0.0f);
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// Bottom
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t.tex(u2, v0); t.vertex(halfW, height, 0.0f);
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t.tex(u3, v0); t.vertex(-halfW, height, 0.0f);
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t.tex(u3, v1); t.vertex(-halfW, height, depth);
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t.tex(u2, v1); t.vertex(halfW, height, depth);
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t.draw();
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glPopMatrix2();
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}
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}
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}
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}
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void HumanoidMobRenderer::render( Entity* mob_, float x, float y, float z, float rot, float a ) {
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@@ -21,6 +21,10 @@ protected:
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private:
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HumanoidModel* humanoidModel;
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// Last rotation values for cape smoothing (reduces jitter)
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float lastCapeXRot;
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float lastCapeZRot;
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};
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#endif /*NET_MINECRAFT_CLIENT_RENDERER_ENTITY__HumanoidMobRenderer_H__*/
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@@ -14,8 +14,8 @@ static const std::string armorFilenames[10] = {
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PlayerRenderer::PlayerRenderer( HumanoidModel* humanoidModel, float shadow )
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: super(humanoidModel, shadow),
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armorParts1(new HumanoidModel(1.0f)),
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armorParts2(new HumanoidModel(0.5f))
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armorParts1(new HumanoidModel(1.0f, 0, 64, 64)),
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armorParts2(new HumanoidModel(0.5f, 0, 64, 64))
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{
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}
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