51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
+#include <iostream>
#include "core.h"
#include "client/camera.h"
#include "client/client.h"
#include "client/clientmap.h"
#include "client/hud.h"
#include "client/minimap.h"
+#include "client/content_cao.h"
+#include "mapblock.h"
+#include "mapsector.h"
#include "client/shadows/dynamicshadowsrender.h"
RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud)
show_minimap = _show_minimap;
draw_wield_tool = _draw_wield_tool;
draw_crosshair = _draw_crosshair;
+ draw_entity_esp = g_settings->getBool("enable_entity_esp");
+ draw_entity_tracers = g_settings->getBool("enable_entity_tracers");
+ draw_player_esp = g_settings->getBool("enable_player_esp");
+ draw_player_tracers = g_settings->getBool("enable_player_tracers");
+ draw_node_esp = g_settings->getBool("enable_node_esp");
+ draw_node_tracers = g_settings->getBool("enable_node_tracers");
+ v3f entity_color = g_settings->getV3F("entity_esp_color");
+ v3f player_color = g_settings->getV3F("player_esp_color");
+ entity_esp_color = video::SColor(255, entity_color.X, entity_color.Y, entity_color.Z);
+ player_esp_color = video::SColor(255, player_color.X, player_color.Y, player_color.Z);
if (shadow_renderer) {
// This is necessary to render shadows for animations correctly
drawAll();
}
+void RenderingCore::drawTracersAndESP()
+{
+ ClientEnvironment &env = client->getEnv();
+ Camera *camera = client->getCamera();
+
+ v3f camera_offset = intToFloat(camera->getOffset(), BS);
+
+ v3f eye_pos = (camera->getPosition() + camera->getDirection() - camera_offset);
+
+ video::SMaterial material, oldmaterial;
+ oldmaterial = driver->getMaterial2D();
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_ZBUFFER, false);
+ material.setFlag(video::EMF_ZWRITE_ENABLE, false);
+ driver->setMaterial(material);
+
+ if (draw_entity_esp || draw_entity_tracers || draw_player_esp || draw_player_tracers) {
+ auto allObjects = env.getAllActiveObjects();
+ for (auto &it : allObjects) {
+ ClientActiveObject *cao = it.second;
+ if (cao->isLocalPlayer() || cao->getParent())
+ continue;
+ GenericCAO *obj = dynamic_cast<GenericCAO *>(cao);
+ if (! obj)
+ continue;
+ bool is_player = obj->isPlayer();
+ bool draw_esp = is_player ? draw_player_esp : draw_entity_esp;
+ bool draw_tracers = is_player ? draw_player_tracers : draw_entity_tracers;
+ video::SColor color = is_player ? player_esp_color : entity_esp_color;
+ if (! (draw_esp || draw_tracers))
+ continue;
+ aabb3f box;
+ if (! obj->getSelectionBox(&box))
+ continue;
+ v3f pos = obj->getPosition() - camera_offset;
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ if (draw_esp)
+ driver->draw3DBox(box, color);
+ if (draw_tracers)
+ driver->draw3DLine(eye_pos, box.getCenter(), color);
+ }
+ }
+ if (draw_node_esp || draw_node_tracers) {
+ Map &map = env.getMap();
+ std::vector<v3s16> positions;
+ map.listAllLoadedBlocks(positions);
+ for (v3s16 blockp : positions) {
+ MapBlock *block = map.getBlockNoCreate(blockp);
+ if (! block->mesh)
+ continue;
+ for (v3s16 p : block->mesh->esp_nodes) {
+ v3f pos = intToFloat(p, BS) - camera_offset;
+ MapNode node = map.getNode(p);
+ std::vector<aabb3f> boxes;
+ node.getSelectionBoxes(client->getNodeDefManager(), &boxes, node.getNeighbors(p, &map));
+ video::SColor color = client->getNodeDefManager()->get(node).minimap_color;
+ for (aabb3f box : boxes) {
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ if (draw_node_esp)
+ driver->draw3DBox(box, color);
+ if (draw_node_tracers)
+ driver->draw3DLine(eye_pos, box.getCenter(), color);
+ }
+ }
+ }
+ }
+
+ driver->setMaterial(oldmaterial);
+}
+
void RenderingCore::draw3D()
{
smgr->drawAll();
return;
hud->drawBlockBounds();
hud->drawSelectionMesh();
+ if (draw_entity_esp || draw_entity_tracers || draw_player_esp || draw_player_tracers || draw_node_esp || draw_node_tracers)
+ drawTracersAndESP();
if (draw_wield_tool)
camera->drawWieldedTool();
}