#include #include #include "shading-internal.h" // PolygonQuad Vec3 vector_to(const Vec3 &a, const Vec3 &b) { return Vec3(b.x - a.x, b.y - a.y, b.z - a.z); } Vec3 vector_cross(const Vec3 &a, const Vec3 &b) { return Vec3((a.y * b.z) - (a.z * b.y), (a.z * b.x) - (a.x * b.z), (a.x * b.y) - (a.y * b.x)); } static void PolygonQuad_render_injection(PolygonQuad_render_t original, PolygonQuad *self, Tesselator &t, const float scale, const int buffer) { // Set Normal const Vec3 v0 = vector_to(self->vertices[1].pos, self->vertices[0].pos); const Vec3 v1 = vector_to(self->vertices[1].pos, self->vertices[2].pos); const Vec3 n = vector_cross(v1, v0).normalized(); t.normal(n.x, n.y, n.z); // Call Original Method original(self, t, scale, buffer); } // Specify Normal Before Vertex #define add_normal_before(type, name) \ template \ static decltype(auto) type##_##name##_injection(type *self, auto... args) { \ Tesselator::instance.normal(nx, ny, nz); \ return self->name(std::forward(args)...); \ } \ template \ static void add_normal_before_##name(uint32_t addr) { \ std::remove_pointer_t::ptr_type func = type##_##name##_injection; \ overwrite_call((void *) addr, (void *) func); \ } add_normal_before(Tesselator, vertexUV) add_normal_before(Tesselator, vertex) add_normal_before(Tile, getTexture2) add_normal_before(TileRenderer, tesselateCrossTexture) add_normal_before(Tile, updateDefaultShape) // Init void _init_normals() { // PolygonQuad::render overwrite_calls(PolygonQuad_render, PolygonQuad_render_injection); // ItemInHandRenderer::renderItem add_normal_before_vertexUV<0, 0, 1>(0x4bb4c); add_normal_before_vertexUV<0, 0, -1>(0x4bbbc); add_normal_before_vertexUV<-1, 0, 0>(0x4bc50); add_normal_before_vertexUV<1, 0, 0>(0x4bcf0); add_normal_before_vertexUV<0, 1, 0>(0x4bd90); add_normal_before_vertexUV<0, -1, 0>(0x4be28); // TileRenderer::renderTile add_normal_before_getTexture2<0, -1, 0>(0x5dd2c); add_normal_before_getTexture2<0, 1, 0>(0x5dd60); add_normal_before_getTexture2<0, 0, -1>(0x5dd94); add_normal_before_getTexture2<0, 0, 1>(0x5ddc8); add_normal_before_getTexture2<-1, 0, 0>(0x5ddfc); add_normal_before_getTexture2<1, 0, 0>(0x5de30); add_normal_before_tesselateCrossTexture<0, -1, 0>(0x5de7c); add_normal_before_updateDefaultShape<0, -1, 0>(0x5dea0); add_normal_before_getTexture2<0, -1, 0>(0x5df38); add_normal_before_getTexture2<0, 1, 0>(0x5df68); add_normal_before_getTexture2<0, 0, -1>(0x5dfac); add_normal_before_getTexture2<0, 0, 1>(0x5e004); add_normal_before_getTexture2<-1, 0, 0>(0x5e05c); add_normal_before_getTexture2<1, 0, 0>(0x5e0b4); add_normal_before_getTexture2<0, -1, 0>(0x5e1e4); add_normal_before_getTexture2<0, 1, 0>(0x5e218); add_normal_before_getTexture2<0, 0, -1>(0x5e248); add_normal_before_getTexture2<0, 0, 1>(0x5e278); add_normal_before_getTexture2<-1, 0, 0>(0x5e2a8); add_normal_before_getTexture2<1, 0, 0>(0x5e2d8); add_normal_before_getTexture2<0, -1, 0>(0x5e408); add_normal_before_getTexture2<0, 1, 0>(0x5e43c); add_normal_before_getTexture2<0, 0, -1>(0x5e46c); add_normal_before_getTexture2<0, 0, 1>(0x5e49c); add_normal_before_getTexture2<-1, 0, 0>(0x5e4cc); add_normal_before_getTexture2<1, 0, 0>(0x5e4fc); add_normal_before_getTexture2<0, -1, 0>(0x5e60c); add_normal_before_getTexture2<0, 1, 0>(0x5e640); add_normal_before_getTexture2<0, 0, -1>(0x5e670); add_normal_before_getTexture2<0, 0, 1>(0x5e6a0); add_normal_before_getTexture2<-1, 0, 0>(0x5e6d0); add_normal_before_getTexture2<1, 0, 0>(0x5e700); // ArrowRenderer::render add_normal_before_vertexUV<1, 0, 0>(0x60184); add_normal_before_vertexUV<-1, 0, 0>(0x601f4); add_normal_before_vertexUV<0, 0, 1>(0x60288); // ItemRenderer::render add_normal_before_vertexUV<0, 1, 0>(0x63394); // ItemSpriteRenderer::render add_normal_before_vertexUV<0, 1, 0>(0x63fd0); // MobRenderer::renderNameTag add_normal_before_vertex<0, 1, 0>(0x64918); // PaintingRenderer::renderPainting add_normal_before_vertexUV<0, 0, -1>(0x64c94); add_normal_before_vertexUV<0, 0, 1>(0x64d04); add_normal_before_vertexUV<0, 1, 0>(0x64d74); add_normal_before_vertexUV<0, -1, 0>(0x64de4); add_normal_before_vertexUV<-1, 0, 0>(0x64e54); add_normal_before_vertexUV<1, 0, 0>(0x64ec4); }