3D Items!

This commit is contained in:
TheBrokenRail 2024-10-03 05:17:12 -04:00
parent b11cc95e50
commit 3d8525a321
9 changed files with 101 additions and 7 deletions

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@ -46,6 +46,7 @@
* `Hide Block Outline When GUI Is Hidden` (Enabled By Default) * `Hide Block Outline When GUI Is Hidden` (Enabled By Default)
* `Fix Crash When Generating Certain Seeds` (Enabled By Default) * `Fix Crash When Generating Certain Seeds` (Enabled By Default)
* `Click Buttons On Mouse Down` (Enabled By Default) * `Click Buttons On Mouse Down` (Enabled By Default)
* `3D Dropped Items` (Enabled By Default)
* Existing Functionality (All Enabled By Default) * Existing Functionality (All Enabled By Default)
* `Fix Screen Rendering When Hiding HUD` * `Fix Screen Rendering When Hiding HUD`
* `Sanitize Usernames` * `Sanitize Usernames`

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@ -108,4 +108,5 @@ TRUE Improved Classic Title Positioning
TRUE Use Updated Title TRUE Use Updated Title
TRUE Hide Block Outline When GUI Is Hidden TRUE Hide Block Outline When GUI Is Hidden
TRUE Fix Crash When Generating Certain Seeds TRUE Fix Crash When Generating Certain Seeds
TRUE Click Buttons On Mouse Down TRUE Click Buttons On Mouse Down
TRUE 3D Dropped Items

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@ -1,3 +1,5 @@
#include <cmath>
#include <libreborn/libreborn.h> #include <libreborn/libreborn.h>
#include <symbols/minecraft.h> #include <symbols/minecraft.h>
@ -261,6 +263,81 @@ static ContainerMenu *ContainerMenu_destructor_injection(ContainerMenu_destructo
return original(container_menu); return original(container_menu);
} }
// 3D Dropped Items
static bool disable_hand_positioning = false;
static void ItemInHandRenderer_renderItem_glTranslatef_injection(const float x, const float y, const float z) {
if (disable_hand_positioning) {
glPopMatrix();
glPushMatrix();
} else {
glTranslatef(x, y, z);
}
}
static void ItemRenderer_render_injection(ItemRenderer_render_t original, ItemRenderer *self, Entity *entity, const float x, const float y, const float z, const float a, const float b) {
// Get Item
const ItemEntity *item_entity = (ItemEntity *) entity;
ItemInstance item = item_entity->item;
// Check If Item Is Tile
if (item.id < 256 && TileRenderer::canRender(Tile::tiles[item.id]->getRenderShape())) {
// Call Original Method
original(self, entity, x, y, z, a, b);
} else {
// 3D Item
self->random.setSeed(187);
glPushMatrix();
// Count
int count;
if (item.count < 2) {
count = 1;
} else if (item.count < 16) {
count = 2;
} else if (item.count < 32) {
count = 3;
} else {
count = 4;
}
// Bob
const float age = float(item_entity->age) + b;
const float bob = (Mth::sin((age / 10.0f) + item_entity->bob_offset) * 0.1f) + 0.1f;
glTranslatef(x, y + bob, z);
// Scale
glScalef(0.5f, 0.5f, 0.5f);
// Spin
const float spin = ((age / 20.0f) + item_entity->bob_offset) * float(180.0f / M_PI);
glRotatef(spin, 0, 1, 0);
// Position
constexpr float xo = 0.5f;
constexpr float yo = 0.25f;
constexpr float width = 1 / 16.0f;
constexpr float margin = 0.35f / 16.0f;
constexpr float zo = width + margin;
glTranslatef(-xo, -yo, -((zo * float(count)) / 2));
// Draw
disable_hand_positioning = true;
for (int i = 0; i < count; i++) {
glTranslatef(0, 0, zo);
glPushMatrix();
if (i > 0) {
const float c = (self->random.nextFloat() * 2 - 1) * 0.15f;
const float d = (self->random.nextFloat() * 2 - 1) * 0.15f;
glTranslatef(c, d, 0.0f);
}
EntityRenderer::entityRenderDispatcher->item_renderer->renderItem(nullptr, &item);
glPopMatrix();
}
disable_hand_positioning = false;
// Finish
glPopMatrix();
}
}
// Init // Init
void _init_misc_graphics() { void _init_misc_graphics() {
// Disable V-Sync // Disable V-Sync
@ -351,6 +428,12 @@ void _init_misc_graphics() {
overwrite_calls(ChestTileEntity_shouldSave, ChestTileEntity_shouldSave_injection); overwrite_calls(ChestTileEntity_shouldSave, ChestTileEntity_shouldSave_injection);
} }
// 3D Dropped Items
if (feature_has("3D Dropped Items", server_disabled)) {
overwrite_calls(ItemRenderer_render, ItemRenderer_render_injection);
overwrite_call((void *) 0x4bf34, (void *) ItemInHandRenderer_renderItem_glTranslatef_injection);
}
// Don't Render Game In Headless Mode // Don't Render Game In Headless Mode
if (reborn_is_headless()) { if (reborn_is_headless()) {
overwrite_calls(GameRenderer_render, nop<GameRenderer_render_t, GameRenderer *, float>); overwrite_calls(GameRenderer_render, nop<GameRenderer_render_t, GameRenderer *, float>);

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@ -216,11 +216,7 @@ static DynamicTexture *create_fire_texture(const int a2) {
texture->super()->vtable = get_fire_texture_vtable(); texture->super()->vtable = get_fire_texture_vtable();
// Setup Random // Setup Random
texture->data.m_random = Random::allocate(); texture->data.m_random = Random::allocate();
const int seed = Common::getTimeMs(); texture->data.m_random->constructor();
texture->data.m_random->seed = seed;
texture->data.m_random->param_1 = 0x271;
texture->data.m_random->param_2 = false;
texture->data.m_random->param_3 = 0;
for (int i = 0; i < 320; i++) { for (int i = 0; i < 320; i++) {
texture->data.m_data1[i] = 0.0f; texture->data.m_data1[i] = 0.0f;
texture->data.m_data2[i] = 0.0f; texture->data.m_data2[i] = 0.0f;

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@ -1,6 +1,8 @@
vtable 0x1075a8;
virtual-method void render(Entity *entity, float param_2, float param_3, float param_4, float param_5, float param_6) = 0x8; virtual-method void render(Entity *entity, float param_2, float param_3, float param_4, float param_5, float param_6) = 0x8;
// Can be called without an EntityRenderer, just do EntityRenderer_bindTexture(NULL, &file); // Can be called without an EntityRenderer, just do EntityRenderer_bindTexture->get(false)(NULL, &file);
method void bindTexture(const std::string &file) = 0x62540; method void bindTexture(const std::string &file) = 0x62540;
// Globals // Globals

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@ -5,3 +5,4 @@ constructor (Level *level, float x, float y, float z, const ItemInstance &item)
property ItemInstance item = 0xd0; property ItemInstance item = 0xd0;
property int age = 0xdc; property int age = 0xdc;
property float bob_offset = 0xe4;

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@ -1,3 +1,7 @@
extends EntityRenderer;
vtable 0x107970;
static-method void renderGuiItem_one(Font *font, Textures *textures, const ItemInstance *item_instance, float x, float y, bool param_3) = 0x63e58; static-method void renderGuiItem_one(Font *font, Textures *textures, const ItemInstance *item_instance, float x, float y, bool param_3) = 0x63e58;
static-method void renderGuiItem_two(Font *font, Textures *textures, const ItemInstance *item_instance, float x, float y, float w, float h, bool param_5) = 0x63be0; static-method void renderGuiItem_two(Font *font, Textures *textures, const ItemInstance *item_instance, float x, float y, float w, float h, bool param_5) = 0x63be0;
static-method void renderGuiItemCorrect(Font *font, Textures *textures, const ItemInstance *item_instance, int x, int y) = 0x639a0; static-method void renderGuiItemCorrect(Font *font, Textures *textures, const ItemInstance *item_instance, int x, int y) = 0x639a0;
@ -7,3 +11,5 @@ static-method void blit(float x, float y, float texture_x, float texture_y, floa
// This doesn't include things that it doesn't need for item rendering (like the level) // This doesn't include things that it doesn't need for item rendering (like the level)
// So if you are (ab)using it for something else, be sure to set what you need // So if you are (ab)using it for something else, be sure to set what you need
static-property TileRenderer *tileRenderer = 0x137c18; static-property TileRenderer *tileRenderer = 0x137c18;
property Random random = 0xc;

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@ -1,5 +1,6 @@
method void tick() = 0x4da1c; method void tick() = 0x4da1c;
method int render(Mob *mob, int param_1, float delta) = 0x4f710; method int render(Mob *mob, int param_1, float delta) = 0x4f710;
method void render_AABB(const AABB &box) = 0x4d740;
method void renderDebug(const AABB &aabb, float delta) = 0x4d310; method void renderDebug(const AABB &aabb, float delta) = 0x4d310;
method void generateSky() = 0x4d0d4; method void generateSky() = 0x4d0d4;
method void renderHitSelect(Player *player, const HitResult &hit_result, int i, void *vp, float f) = 0x4e318; method void renderHitSelect(Player *player, const HitResult &hit_result, int i, void *vp, float f) = 0x4e318;

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@ -1,8 +1,11 @@
size 0x9d0; size 0x9d0;
constructor () = 0xb7490;
method float nextFloat() = 0x42cf8; method float nextFloat() = 0x42cf8;
method uint genrand_int32() = 0x50e14; method uint genrand_int32() = 0x50e14;
method void init_genrand(uint seed) = 0x27d38; method void init_genrand(uint seed) = 0x27d38;
method void setSeed(int seed) = 0xaf884;
property uint seed = 0x0; property uint seed = 0x0;
property int param_1 = 0x9c4; // Set To 0x271 property int param_1 = 0x9c4; // Set To 0x271